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Colliders: change "touch, bump" to AT and AC (elems) (#1637)
* toucherFlags, bumperFlags -> atElemFlags, acElemFlags * TOUCH_ -> ATELEM_ * BUMP_ -> ACELEM_ * ColliderElementTouch,Bump -> ColliderElementDamageInfoAT,AC * toucher,bumper -> atDmgInfo,acDmgInfo * Update docs and zcolchk funcs names * run formatter * remove the last mentions of "bump" for colliders * Update renamed functions in disasm
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253 changed files with 1509 additions and 1509 deletions
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@ -213,8 +213,8 @@ static ColliderJntSphElementInit sJntSphElementInit[1] = {
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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ATELEM_NONE,
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ACELEM_ON,
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OCELEM_ON,
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},
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{ 0, { { 0, -120, 0 }, 4 }, 300 },
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@ -331,9 +331,9 @@ void EnBb_Init(Actor* thisx, PlayState* play) {
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this->timer = 0;
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this->flameScaleY = 80.0f;
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this->flameScaleX = 100.0f;
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this->collider.elements[0].base.toucherFlags = TOUCH_ON | TOUCH_SFX_HARD;
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this->collider.elements[0].base.toucher.dmgFlags = DMG_DEFAULT;
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this->collider.elements[0].base.toucher.damage = 8;
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this->collider.elements[0].base.atElemFlags = ATELEM_ON | ATELEM_SFX_HARD;
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this->collider.elements[0].base.atDmgInfo.dmgFlags = DMG_DEFAULT;
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this->collider.elements[0].base.atDmgInfo.damage = 8;
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this->bobSize = this->actionState * 20.0f;
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this->flamePrimAlpha = 255;
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this->moveMode = BBMOVE_NORMAL;
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@ -351,7 +351,7 @@ void EnBb_Init(Actor* thisx, PlayState* play) {
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thisx->naviEnemyId = NAVI_ENEMY_RED_BUBBLE;
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thisx->colChkInfo.damageTable = &sDamageTableRed;
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this->flameEnvColor.r = 255;
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this->collider.elements[0].base.toucher.effect = 1;
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this->collider.elements[0].base.atDmgInfo.effect = 1;
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EnBb_SetupRed(play, this);
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break;
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case ENBB_WHITE:
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@ -1155,7 +1155,7 @@ void EnBb_CollisionCheck(EnBb* this, PlayState* play) {
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Actor_SetDropFlag(&this->actor, &this->collider.elements[0].base, false);
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switch (this->dmgEffect) {
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case 7:
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this->actor.freezeTimer = this->collider.elements[0].base.acHitElem->toucher.damage;
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this->actor.freezeTimer = this->collider.elements[0].base.acHitElem->atDmgInfo.damage;
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FALLTHROUGH;
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case 5:
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this->fireIceTimer = 0x30;
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@ -1165,7 +1165,7 @@ void EnBb_CollisionCheck(EnBb* this, PlayState* play) {
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//! Din's Fire on a white bubble will do just that. The mechanism is complex and described below.
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goto block_15;
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case 6:
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this->actor.freezeTimer = this->collider.elements[0].base.acHitElem->toucher.damage;
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this->actor.freezeTimer = this->collider.elements[0].base.acHitElem->atDmgInfo.damage;
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break;
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case 8:
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case 9:
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